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How to Cure Injuries and Traumas
Warhammer 40,000: Rogue Trader

How to Cure Injuries and Traumas

Learn how to cure injuries and traumas in Warhammer 40,000: Rogue Trader. Understand the difference between fresh and old injuries, and how to deal with debilitating traumas.

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Learn how to cure injuries and traumas in Warhammer 40,000: Rogue Trader. Understand the difference between fresh and old injuries, and how to deal with debilitating traumas.

In Warhammer 40,000: Rogue Trader, sustaining damage in combat can lead to Injuries and Traumas, which can debuff your characters. Understanding how these afflictions work and how to cure them is crucial for survival.

What Are Injuries in Rogue Trader?

While you recover Wounds after combat, losing a certain percentage of your maximum Wounds in a single round can result in an Injury at the end of combat. Losing Temporary Wounds does not count towards this. If a character reaches 0 Wounds, they will sustain a Trauma regardless of how many Wounds were lost in that turn.

The percentage of Wounds lost per round to sustain an Injury varies by difficulty:

  • Story: 70%
  • Normal: 60%
  • Daring: 50%
  • Hard: 40%
  • Unfair: 30%

Injuries can also be sustained from traps out of combat. On their own, Injuries lower a character's Resolve by 1. Injuries gained during combat appear after combat ends, while those from other sources are immediate. Injuries can be 'Fresh' or 'Old'.

Fresh Injuries vs. Old Injuries

A Fresh Injury becomes an Old Injury after a number of turns pass:

  • Story: 5 turns (30 seconds)
  • Normal: 4 turns (24 seconds)
  • Daring: 3 turns (18 seconds)
  • Hard: 2 turns (12 seconds)
  • Unfair: 1 turn (6 seconds)

Fresh Injuries are easier to treat and can be removed by most forms of healing, including Psyker abilities like Invigorate. Medikits can remove both Fresh and Old Injuries. However, one Medikit usage only removes one Old Injury, and multiple Medikits are needed to clear all Old Injuries simultaneously.

Catching Injuries while they are Fresh and dealing with them before they become Old is preferable to risking a Trauma.

Traumas - Effects and How to Cure Them

Sustaining enough Old Injuries or reaching 0 Wounds in combat automatically results in a Trauma. Traumas are more severe than Injuries and apply significant debuffs:

  • Broken Ribs: Strength and Toughness reduced by -20. Action Points reduced by -1.
  • Crippled Arm: Weapon Skill and Ballistic Skill reduced by -20.
  • Crippled Leg: Agility reduced by -20. Movement points halved.
  • Head Trauma: Intelligence, Perception, Willpower, and Fellowship reduced by -15.

The number of Injuries required to cause a Trauma varies by difficulty:

  • Story: 5 Injuries
  • Normal: 4 Injuries
  • Daring: 3 Injuries
  • Hard: 2 Injuries
  • Unfair: 2 Injuries

Traumas cannot be cured on the field. You must return to your Voidship or enter a safe location to recover. Returning to the bridge of your Voidship should be sufficient to remedy both Injuries and Traumas.

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